game.oldloc = game.loc;
}
- /* Look for a way to fulfil the motion - kk indexes the beginning
- * of the motion entries for here (game.loc). */
+ /* Look for a way to fulfil the motion verb passed in - kk indexes
+ * the beginning of the motion entries for here (game.loc). */
for (;;) {
if (T_TERMINATE(travel[kk]) || travel[kk].motion == motion)
break;
}
++kk;
}
+
+ /* (ESR) We've found a destination that goes with the motion verb.
+ * Next we need to check any conditional(s) on this destination, and
+ * possibly on following entries. */
scratchloc = T_HIGH(travel[kk]);
do {
/*
- * (ESR) This special-travel loop may have to be repeated if it includes
- * the plover passage. Same deal for any future cases where we need to
- * block travel and then redo it once the blocking condition has been
- * removed.
+ * (ESR) This conditional-skip loop may have to be repeated if
+ * it includes the plover passage. Same deal for any future
+ * cases where we need to block travel and then redo it once
+ * the blocking condition has been removed.
*/
for (;;) { /* L12 loop */
for (;;) {